Minimax Strikes Back
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Abstract (arXiv)
Deep Reinforcement Learning reaches a superhuman level of play in many complete information games. The state of the art algorithm for learning with zero knowledge is AlphaZero. We take another approach, Ath'enan, which uses a different, Minimax-based, search algorithm called Descent, as well as different learning targets and that does not use a policy. We show that for multiple games it is much more efficient than the reimplementation of AlphaZero: Polygames. It is even competitive with Polygames when Polygames uses 100 times more GPU (at least for some games). One of the keys to the superior performance is that the cost of generating state data for training is approximately 296 times lower with Ath'enan. With the same reasonable ressources, Ath'enan without reinforcement heuristic is at least 7 times faster than Polygames and much more than 30 times faster with reinforcement heuristic.
Key facts. Cited by 11 papers in the map (data through 7 Oct 2026). First posted on arXiv 19 Dec 2020.
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Citing papers per year: 2021: 1; 2022: 1; 2023: 1; 2024: 2; 2025: 2; 2026: 4.
11 papers.
- 2021Completeness of Unbounded Best-First Game Algorithmscited by 4
- 2022Spatial State-Action Features for General Gamescited by 3
- 2025On some improvements to Unbounded Minimaxcited by 2
- 2023Learning to Play Stochastic Two-player Perfect-Information Games without Knowledgecited by 1
- 2024Deep Reinforcement Learning for 5*5 Multiplayer Gocited by 0
- 2024Enhancing Reinforcement Learning Through Guided Searchcited by 0
- 2025AlphaBeta is not as good as you think: a simple class of synthetic games for a better analysis of deterministic game-solving algorithmscited by 0
- 2026Minibal: Balanced Game-Playing Without Opponent Modelingcited by 0
- 2026Completeness of Unbounded Best-First Minimax and Descent Minimaxcited by 0
- 2026Study and Improvement of Search Algorithms in Multi-Player Perfect-Information Gamescited by 0
- 2026The Surprising Effectiveness of Approximate Value Iteration in Self-Playcited by 0
- 2026The Surprising Effectiveness of Approximate Value Iteration in Self-Play8 Sep 2026
- 2026Study and Improvement of Search Algorithms in Multi-Player Perfect-Information Games19 Apr 2026
- 2026Completeness of Unbounded Best-First Minimax and Descent Minimax25 Mar 2026
- 2026Minibal: Balanced Game-Playing Without Opponent Modeling24 Mar 2026
- 2025AlphaBeta is not as good as you think: a simple class of synthetic games for a better analysis of deterministic game-solving algorithms27 Jun 2025
- 2025On some improvements to Unbounded Minimax7 May 2025
- 2024Enhancing Reinforcement Learning Through Guided Search19 Aug 2024
- 2024Deep Reinforcement Learning for 5*5 Multiplayer Go23 May 2024
- 2023Learning to Play Stochastic Two-player Perfect-Information Games without Knowledge8 Feb 2023
- 2022Spatial State-Action Features for General Games17 Jan 2022
- 2021Completeness of Unbounded Best-First Game Algorithms11 Sep 2021